3D Rotating on it's own center axis problem...

Need some help here. This is my first time using 3D in flash.
I have a movieclip (picture 80 x 80 pix) that I am tweening to look like it is rotating like face of a cube.
What I did:
1. I transformed the z-axis to "raise" the picture off of the y axis.
2. Then I rotated it around the y-axis from one end of my tween to the other.
Looks great when I scroll through the movie clip's time line but (starts on right almost paper thing, rotates to center square, and continues to the left again paper thin) The problem is when I place it on the stage and preview the swf, it rotates around its own center point and not the offset y-axis.
If I convert it to frame by frame animation, it works but I don't want to do that.
Please advise someone.
Thanks!

Sorry if I don't' quite get it, but my other thread was about the movieclip defaulting to the stages coordinates. In this case my movieclip's animation is rotating around the symbols center point and not around the y-axis as I would like.
I can move the transform the symbol from axis point to another and it is fine but in this case i am only rotating it but after I placed is away from the y-axies. I expect it to "orbit" around the y axis continually facing it...and it does when I move through the tweaned frames, but when I publish the swf, it no longer "orbits" around the y-axis but rather just spins around it's center point.
I hope this is a little clearer, and thanks for your other answer. I'll plug that code in as soon as I can.

Similar Messages

  • Possible to creat a group of 3d objects and rotate each based on group's axis?

    I need to create an extruded rectangle.  On the face of that rectangle needs to be another extruded rectangle.  I'd like to be able to rotate both seperate objects in 3d based upon the same axis.  Is this possible?  I've played around with the 3d effects and cant seem to get this to work.

    An alternative can be: Make one rectangle and apply the Extrude effect. Drag it in the Symbols panel so as to make it a Symbol. Now draw another rectangle and apply the Extrude effect. In the Extrude dialog, use Map Art to map the symbol (of extruded rectangle).
    If you want to rotate them both along the same axis, either open the Appearance panel and change the already applied Extrude effect to rotate , or,
    Edit the symbol and rotate as required (this will reflect in the the whole doc) and rotate the another rectangle separately using Rotate tool.
    I hope it helps.

  • Lenovo ideapad yoga 13 pci data acqusition and signal processing center for problem for windows 8

    Link to picture
    hi everyone, 
    find original w8 cd and then i installed, when i was installing
    i deleted all recovery and other partition, i did not think what can i do,
    but then i activated windows and installed all driver, but i taking 
    after all drivers it stayed
    2''unknown devices''
    and when i rebooted, it says, usb device not recognized'' and also
    ''pci data acquisition and signal processing center'' devices problem for windows 8. and touchscreen not working.
    i read related for w7 same problem, but what i will do now ?
      thanks.
    Moderator note; picture(s) totalling >50K converted to link(s) Forum Rules

    hi adilsefaersan,
    Welcome to Lenovo Community Forums!
    By opening your Device Manager right click on one unknown device and choose properties,
        >On the properties windows Click on the Details Tab, on the property drop down Choose hadware IDs
         > then copy the value and post back here whats on the Value pane
    Do it for all those unknown Device and Post here the Value of the hardware ids
    also can you share your Windows Version and bit type so we'll knwo the correct download page for you
    Thanks and Regards
    Solid Cruver
    Did someone help you today? Press the star on the left to thank them with a Kudo!
    If you find a post helpful and it answers your question, please mark it as an "Accepted Solution"! This will help the rest of the Community with similar issues identify the verified solution and benefit from it.
    Follow @LenovoForums on Twitter!

  • Windows 7 IPv4 resolution of own host name problem

    Hi,
    Preconditions:
    I have a Windows 7 SP1 with 2 network adapters. LAN1 has a static IP address and shall be used by our applications.
    LAN2 uses DHCP. DNS or WINS is servers are not available.
    For the applications it is necessary that the own FQDN resolves always to the same IPv4 address ( of LAN1).
    I test this with the command "ping -4 -n 1 own.fqdn".
    Problem:
    When LAN2 has a ethernet connection, but there is no DHCP server it gets a autoconfiguration IP address starting with 169.254 .
    In this case the own FQDN resolves to the  169.254.X.Y address and confuses our application.
    Questions:
    How can I avoid this change of the name resolution?
    How decides the OS to which adapters address the own FQDN resolves?
    Thanks
    gs2013

    Hi,
    Network one is not connected to the network you think it should be connected to but that it is in fact connected to the 169.254.x.y network
    instead of another network.
    Windows doesn't make up IP address so if your computer is getting one it is connected to a network with a DHCP server.
    please verify that you have the network cards plugged into the network you think they are plugged into and that you haven't reversed them
    accidently
    Then make sure you disable the first one when you choose the second one adapter.
    Meanwhile, please refer to the article below to force the adapter:
    http://social.technet.microsoft.com/Forums/windows/en-US/64451b61-b8d6-4e16-a396-ea418753f1c6/force-internet-connection-to-desired-network-adapter
    Karen Hu
    TechNet Community Support

  • Rotate a Object Around Center Axis

    Hey peoples, new to flash here.  I'm using CS3 with ActionScript 3.0.  What I want is simple, and I've done some searching but nothing that can get me the right results.  I'm going to post a link that does exactly what I want:
    http://www.newgrounds.com/dump/item/d25a3dd46f2ff49f2ec892c425cbbd1e
    This rotates the circular object around a center point in a way that you can distort the object yet is still remains turning in a circular motion.  A simple motion tween rotating the image will only work if the object is perfectly round, so distorting the object to make it more straight or curved won't work with a simple tween.  I want to do exactly what is happening here (with my own object), is there some AS3 behind the scenes here making this turn on a center point??  Thanks for the help

    Yes, but I still don't know what you mean by the parent child relationship.  Lets say I use a simple rotate line like:
    objectname.rotation = 360;
    That should spin it, but how do I spin it correctly if the object is skewed like in the bottom right picture of my example?

  • Rotating Sprite Center Axis

    Hi,
    I found an interesting tutorial (link) and created a working model, adapting it as needed.
    So far, when I center the container sprite and rotate it, it appears to first rotate from a 0,0 registration point, instead of from its center. I've tried to changet he sprite's registration point, but so far this hasn't worked/helped. Nothing else has worked to fix this rotation problem.
    I must be doing something wrong.
    Here's the AS3 (to view, add to first frame of new FLA, 1024X768 stage, color black). Rotation segments below are commented as       //ROTATION.:
    import flash.display.Sprite;
        import flash.events.MouseEvent;
        import flash.events.Event;
        import flash.text.TextField;
        //import flash.geom.ColorTransform;
    stop();
        //public class bejewelled extends Sprite {
            var gems_array:Array=new Array();
            var aGem:Sprite;
            var selectorBox:Sprite=new Sprite();
            var selectorRow:int=-10;
            var selectorColumn:int=-10;
            var red:uint = 0xFF0000;
            var green:uint = 0xFF00;
            var blue:uint = 0xFF;
            var yellow:uint = 0xFFFF00;
            var cyan:uint = 0xFFFF;
            var magenta:uint = 0xFF00FF;
            var white:uint = 0xFFFFFF;
            var colours_array:Array=new Array(red,green,blue,yellow,cyan,magenta,white);
            var clickPossible:Boolean=false;
            var score_txt:TextField=new TextField();
            var hint_txt:TextField=new TextField();
            var score:uint=0;
            var inaRow:uint=0;
            var match:Boolean = true;
            var gemSize:uint = 96;
            var format:TextFormat = new TextFormat();
            var rotate:Boolean=false;
            var container:Sprite = new Sprite(); // Create the container sprite
             //var newColorTransform:ColorTransform = exitBtn.transform.colorTransform;
            //newColorTransform.color = 0xff0000;
            //exitBtn.transform.colorTransform = newColorTransform;
            function bejewelled() {
                // Game initiation
                format.size = 40;
                format.font = 'Arial';
                // Create and style score text
                addChild(score_txt);
                score_txt.textColor=0xFFFFFF;
                score_txt.x=gemSize*9.6;
                score_txt.autoSize = TextFieldAutoSize.LEFT;
                score_txt.defaultTextFormat = format;           
                // Create and style hint text
                addChild(hint_txt);
                hint_txt.textColor=0xFFFFFF;
                hint_txt.x=gemSize*9.6;
                hint_txt.y=gemSize;
                hint_txt.autoSize = TextFieldAutoSize.LEFT;
                hint_txt.defaultTextFormat = format;
                // Create Gems in rows and columns
                addChild(container); // Add the container to the display list (stage)
                for (var i:uint=0; i<8; i++) {
                    gems_array[i]=new Array();
                    for (var j:uint=0; j<8; j++) {
                        do {
                            gems_array[i][j]=Math.floor(Math.random()*7);
                            while (rowLineLength(i,j)>2 || columnLineLength(i,j)>2);
                        aGem=new Sprite();
                        aGem.graphics.beginFill(colours_array[gems_array[i][j]]);
                        aGem.graphics.drawCircle(gemSize/2,gemSize/2,gemSize/2.07);
                        aGem.graphics.endFill();
                        aGem.name=i+"_"+j;
                        aGem.x=j*gemSize;
                        aGem.y=i*gemSize;
                        container.addChild(aGem);
                //Center the container sprite
                container.width = container.width - 10;
                container.height =  container.height - 10;           
                container.x = (stage.stageWidth-container.width)/2;
                container.y = (stage.stageHeight-container.height)/2;
                // Create and style selector box
                container.addChild(selectorBox);
                selectorBox.graphics.lineStyle(2,red,1);
                selectorBox.graphics.drawRect(0,0,gemSize,gemSize);
                selectorBox.visible=false;
                // Listen for user input
                container.addEventListener(MouseEvent.CLICK,onClick);
                addEventListener(Event.ENTER_FRAME,everyFrame);
            // Every frame...
            function everyFrame(e:Event):void {
                //Assume that gems are not falling
                var gemsAreFalling:Boolean=false;
                // Check each gem for space below it
                for (var i:int=6; i>=0; i--) {
                    for (var j:uint=0; j<8; j++) {
                        // If a spot contains a gem, and has an empty space below...
                        if (gems_array[i][j] != -1 && gems_array[i+1][j]==-1) {
                            // Set gems falling
                            gemsAreFalling=true;
                            gems_array[i+1][j]=gems_array[i][j];
                            gems_array[i][j]=-1;
                            trace("#");
                            trace(i+"_"+j);
                            container.getChildByName(i+"_"+j).y+=gemSize;
                            container.getChildByName(i+"_"+j).name=(i+1)+"_"+j;
                            break;
                    // If a gem is falling
                    if (gemsAreFalling) {
                        // don't allow any more to start falling
                        break;
                // If no gems are falling
                if (! gemsAreFalling) {
                    // Assume no new gems are needed
                    var needNewGem:Boolean=false;
                    // but check all spaces...
                    for (i=7; i>=0; i--) {
                        for (j=0; j<8; j++) {
                            // and if a spot is empty
                            if (gems_array[i][j]==-1) {
                                // now we know we need a new gem
                                needNewGem=true;
                                // pick a random color for the gem
                                gems_array[0][j]=Math.floor(Math.random()*7);
                                // create the gem
                                aGem=new Sprite();
                                aGem.graphics.beginFill(colours_array[gems_array[0][j]]);
                                aGem.graphics.drawCircle(gemSize/2,gemSize/2,gemSize/2.07);
                                aGem.graphics.endFill();
                                // ID it
                                aGem.name="0_"+j;
                                // position it
                                aGem.x=j*gemSize;
                                aGem.y=0;
                                // show it
                                container.addChild(aGem);
                                // stop creating new gems
                                break;
                        // if a new gem was created, stop checking
                        if (needNewGem) {
                            break;
                    // If no new gems were needed...
                    if (! needNewGem) {
                        // assume no more/new lines are on the board
                        var moreLinesAvailable:Boolean=false;
                        // check all gems
                        for (i=7; i>=0; i--) {
                            for (j=0; j<8; j++) {
                                // if a line is found
                                if (rowLineLength(i,j)>2 || columnLineLength(i,j)>2) {
                                    // then we know more lines are available
                                    moreLinesAvailable=true;
                                    // creat a new array, set the gem type of the line, and where it is
                                    var lineGems:Array=[i+"_"+j];
                                    var gemType:uint=gems_array[i][j];
                                    var linePosition:int;
                                    // check t's a horizontal line...
                                    if (rowLineLength(i,j)>2) {
                                        // if so, find our how long it is and put all the line's gems into the array
                                        linePosition=j;
                                        while (sameGemIsHere(gemType,i,linePosition-1)) {
                                            linePosition--;
                                            lineGems.push(i+"_"+linePosition);
                                        linePosition=j;
                                        while (sameGemIsHere(gemType,i,linePosition+1)) {
                                            linePosition++;
                                            lineGems.push(i+"_"+linePosition);
                                    // check t's a vertical line...
                                    if (columnLineLength(i,j)>2) {
                                        // if so, find our how long it is and put all the line's gems into the array
                                        linePosition=i;
                                        while (sameGemIsHere(gemType,linePosition-1,j)) {
                                            linePosition--;
                                            lineGems.push(linePosition+"_"+j);
                                        linePosition=i;
                                        while (sameGemIsHere(gemType,linePosition+1,j)) {
                                            linePosition++;
                                            lineGems.push(linePosition+"_"+j);
                                    // for all gems in the line...
                                    for (i=0; i<lineGems.length; i++) {
                                        // remove it from the program
                                        container.removeChild(container.getChildByName(lineGems[i]));
                                        // find where it was in the array
                                        var cd:Array=lineGems[i].split("_");
                                        // set it to an empty gem space
                                        gems_array[cd[0]][cd[1]]=-1;
                                        // set the new score
                                        score+=inaRow;
                                        // set the score setter up
                                        inaRow++;
                                    // if a row was made, stop the loop
                                    break;
                            // if a line was made, stop making more lines
                            if (moreLinesAvailable) {
                                break;
                        // if no more lines were available...
                        //ROTATION
                        if (! moreLinesAvailable) {
                            if(rotate){
                                container.rotation+=5;                           
                                if(container.rotation%90==0){
                                    rotate=false;
                                    container.rotation=0;
                                    rotateClockwise(gems_array);
                                    while(container.numChildren>0){
                                        container.removeChildAt(0);
                                    for (i=0; i<8; i++) {
                                        for (j=0; j<8; j++) {
                                            aGem=new Sprite();
                                            aGem.graphics.beginFill(colours_array[gems_array[i][j]]);
                                            aGem.graphics.drawCircle(gemSize/2,gemSize/2,gemSize/2.07);
                                            aGem.graphics.endFill();
                                            aGem.name=i+"_"+j;
                                            aGem.x=j*gemSize;
                                            aGem.y=i*gemSize;
                                            container.addChild(aGem);                                       
                                            container.addChild(selectorBox);
                                            selectorBox.graphics.lineStyle(2,red,1);
                                            selectorBox.graphics.drawRect(0,0,gemSize,gemSize);
                                            selectorBox.visible=false;
                            else{
                                // allow new moves to be made
                                clickPossible=true;
                                // remove score multiplier
                                inaRow=0;
                // display new score
                score_txt.text=score.toString();
            // When the user clicks
            function onClick(e:MouseEvent):void {
                // If a click is allowed
                if (clickPossible) {
                    // If the click is within the game area...
                    if (mouseX<container.x+gemSize*8 && mouseX>0 && mouseY<container.y+gemSize*8 && mouseY>0) {
                        // Find which row and column were clicked
                        var clickedRow:uint=Math.floor((mouseY-container.y)/gemSize);
                        //var clickedRow:uint=Math.floor(e.target.y/gemSize);
                        var clickedColumn:uint=Math.floor((mouseX-container.x)/gemSize);
                        //var clickedColumn:uint=Math.floor(e.target.x/gemSize);
                        // Check if the clicked gem is adjacent to the selector
                        // If not...
                        if (!(((clickedRow==selectorRow+1 || clickedRow==selectorRow-1)&&clickedColumn==selectorColumn)||((clickedColumn==selectorColumn+1 || clickedColumn==selectorColumn-1) && clickedRow==selectorRow))) {
                            // Find row and colum the selector should move to
                            selectorRow=clickedRow;
                            selectorColumn=clickedColumn;
                            // Move it to the chosen position
                            selectorBox.x=gemSize*selectorColumn;
                            selectorBox.y=gemSize*selectorRow;
                            // If hidden, show it.
                            selectorBox.visible=true;
                        // If it is not next to it...
                        else {
                            // Swap the gems;
                            swapGems(selectorRow,selectorColumn,clickedRow,clickedColumn);
                            // If they make a line...
                            if (rowLineLength(selectorRow,selectorColumn)>2 || columnLineLength(selectorRow,selectorColumn)>2||rowLineLength(clickedRow,clickedColumn)>2 || columnLineLength(clickedRow,clickedColumn)>2) {
                                // remove the hint text
                                hint_txt.text="";
                                // dis-allow a new move until cascade has ended (removes glitches)
                                clickPossible=false;
                                // move and rename the gems
                                container.getChildByName(selectorRow+"_"+selectorColumn).x=e.target.x;//clickedColumn*gemSize;
                                container.getChildByName(selectorRow+"_"+selectorColumn).y=e.target.y;//clickedRow*gemSize;
                                container.getChildByName(selectorRow+"_"+selectorColumn).name="t";
                                container.getChildByName(clickedRow+"_"+clickedColumn).x=selectorColumn*gemSize;
                                container.getChildByName(clickedRow+"_"+clickedColumn).y=selectorRow*gemSize;
                                container.getChildByName(clickedRow+"_"+clickedColumn).name=selectorRow+"_"+selectorColumn;
                                container.getChildByName("t").name=clickedRow+"_"+clickedColumn;
                                match = true;
                                rotate = true;
                            // If not...
                            else {
                                // Switch them back
                                swapGems(selectorRow,selectorColumn,clickedRow,clickedColumn);
                                match = false;
                            if (match) {
                                // Move the selector position to default
                                selectorRow=-10;
                                selectorColumn=-10;
                                // and hide it
                                selectorBox.visible=false;
                            else {
                                // Set the selector position
                                selectorRow=clickedRow;
                                selectorColumn=clickedColumn;
                                // Move the box into position
                                selectorBox.x=gemSize*selectorColumn;
                                selectorBox.y=gemSize*selectorRow;
                                match = false;
                                // If hidden, show it.
                                selectorBox.visible=true;
                    // If the click is outside the game area
                    else {
                        // For gems in all rows...
                        for (var i:uint=0; i<8; i++) {
                            // and columns...
                            for (var j:uint=0; j<8; j++) {
                                // if they're not too close to the side...
                                if (i<7) {
                                    // swap them horizontally
                                    swapGems(i,j,i+1,j);
                                    // check if they form a line
                                    if ((rowLineLength(i,j)>2||columnLineLength(i,j)>2||rowLineLength(i+1,j)>2||columnLineLength(i+1,j)>2)) {
                                        // if so, name the move made
                                        selectorBox.x = j*gemSize;
                                        selectorBox.y = i*gemSize;
                                        selectorBox.visible = true;
                                        hint_txt.text = (i+1).toString()+","+(j+1).toString()+"->"+(i+2).toString()+","+(j+1).toString();
                                    // swap the gems back
                                    swapGems(i,j,i+1,j);
                                // then if they're not to close to the bottom...
                                if (j<7) {
                                    // swap it vertically
                                    swapGems(i,j,i,j+1);
                                    // check if it forms a line
                                    if ((rowLineLength(i,j)>2||columnLineLength(i,j)>2||rowLineLength(i,j+1)>2||columnLineLength(i,j+1)>2) ) {
                                        // if so, name it
                                        selectorBox.x = j*gemSize;
                                        selectorBox.y = i*gemSize;
                                        selectorBox.visible = true;
                                        hint_txt.text = (i+1).toString()+","+(j+1).toString()+"->"+(i+1).toString()+","+(j+2).toString();
                                    // swap the gems back
                                    swapGems(i,j,i,j+1);
            //Swap given gems
            function swapGems(fromRow:uint,fromColumn:uint,toRow:uint,toColumn:uint):void {
                //Save the original position
                var originalPosition:uint=gems_array[fromRow][fromColumn];
                //Move original gem to new position
                gems_array[fromRow][fromColumn]=gems_array[toRow][toColumn];
                //move second gem to saved, original gem's position
                gems_array[toRow][toColumn]=originalPosition;
            //Find out if there us a horizontal line
            function rowLineLength(row:uint,column:uint):uint {
                var gemType:uint=gems_array[row][column];
                var lineLength:uint=1;
                var checkColumn:int=column;
                //check how far left it extends
                while (sameGemIsHere(gemType,row,checkColumn-1)) {
                    checkColumn--;
                    lineLength++;
                checkColumn=column;
                //check how far right it extends
                while (sameGemIsHere(gemType,row,checkColumn+1)) {
                    checkColumn++;
                    lineLength++;
                // return total line length
                return (lineLength);
            //Find out if there us a vertical line
            function columnLineLength(row:uint,column:uint):uint {
                var gemType:uint=gems_array[row][column];
                var lineLength:uint=1;
                var checkRow:int=row;
                //check how low it extends
                while (sameGemIsHere(gemType,checkRow-1,column)) {
                    checkRow--;
                    lineLength++;
                //check how high it extends
                checkRow=row;
                while (sameGemIsHere(gemType,checkRow+1,column)) {
                    checkRow++;
                    lineLength++;
                // return total line length
                return (lineLength);
            function sameGemIsHere(gemType:uint,row:int,column:int):Boolean {
                //Check there are gems in the chosen row
                if (gems_array[row]==null) {
                    return false;
                //If there are, check if there is a gem in the chosen slot
                if (gems_array[row][column]==null) {
                    return false;
                //If there is, check if it's the same as the chosen gem type
                return gemType==gems_array[row][column];
               //ROTATION
               function rotateClockwise(a:Array):void {
                var n:int=a.length;
                for (var i:int=0; i<n/2; i++) {
                    for (var j:int=i; j<n-i-1; j++) {
                        var tmp:String=a[i][j];
                        a[i][j]=a[n-j-1][i];
                        a[n-j-1][i]=a[n-i-1][n-j-1];
                        a[n-i-1][n-j-1]=a[j][n-i-1];
                        a[j][n-i-1]=tmp;
    bejewelled();  
    Any help appreciated.

    OK, way too much code. By default, everything will rotate from top left. If you want to change that you need to change the positions of the content within the container, not the container itself.
    For example if you do something like this:
    var a:Sprite = new Sprite(); //container
    addChild(a);
    a.x = 100; a.y = 100;
    var b:MovieClip = new car(); //clip from library
    a.addChild(b);
    addEventListener(Event.ENTER_FRAME, up);
    function up(e:Event):void
              a.rotation += 1;
    The car added to the container will rotate about it's top left point... because that's where the container rotates about. To fix, move the car so the containers top/left is at the car's center like so:
    var a:Sprite = new Sprite();
    addChild(a);
    a.x = 100; a.y = 100;
    var b:MovieClip = new car();
    a.addChild(b);
    b.x -= b.width / 2;
    b.y -= b.height / 2;
    addEventListener(Event.ENTER_FRAME, up);
    function up(e:Event):void
              a.rotation += 1;
    You'll notice all that changed is moving the car 1/2 it's width and height.
    HTH

  • How can you rotate the labels on the category axis of a graph in Illustrator and have it stay the same when updating the graph data?

    I am needing to create a line graph with dates consisting of MM/DD/YY along the category axis. I would like to rotate the labels 45 degrees and have them stay when I update the graph. I have read about manually doing it, I even made an action to make it faster, but it still seems inefficient. Is there a setting that I could use to automatically create my labels as rotated? Thanks.

    Hi Gravy Train,
    I'm curious about why you are using 2 loops.   You mentioned one is for monitoring and one is for DAQ....what do you mean by that?   What is the overall goal of this piece of code.   Also, I noticed that you are not closing the task.   Since this is just a subset, I realize you could be closing it in your actual code, but just in case you're not.....it is very important that you close all tasks when you are down acquiring data.
    Best Regards,
    Starla T  

  • Rotate view tool over mouse center?

    Hello all!
    As the subject states - is there a way to use rotate view tool so that it's center of rotation is on the mouse / cursor location?
    I have tried different key command combinations and no go. If this is not possible at this point, then I would love to have that as a feature! It would be SO much more efficient and much less frustrating.
    I hate having the rotation center in the center of the window rather than where I am painting. Now, if there is an option to do this somewhere then please disregard my rant.
    Thanks
    Ray

    No, I don't mean that you wouldn't be using a mouse to do so- of course, you would be using the mouse. I am just simply saying that when you rotate the image using the rotate view tool, it doesn't spin the canvas around the point of the mouse, it spin's it as you said around the image window's center. That's all I'm saying.
    To me it would be much faster if it were to have an option to spin around the mouse's center because, as I mentioned before, try working on a zoomed in corner of your image and then when zoomed in and in that corner of the document, use the rotate view tool, because you want to get a better angle for painting in that corner area of the zoomed in image. Spin the image 45 deg and see what happens.
    The area you were just working on is now totally out of view and you either zoom out to find the area again and pan back to center that location and zoom back in to continue working on it or pan around to find and center it again. Either way, that stinks in comparison to just rotate the view based on either your last mouse click or where you mouse is at the moment.
    Do you understand?

  • Rotating a Bitmap on its' center (II)

    Hello,
    I found this thread on the subject: http://forums.adobe.com/message/10208#10208
    I have the exact same problem as the OP of that thread - my bitmaps rotate on their stage (x,y), not the center of the image, and seeing as that's a fairly old thread I wonder whether easier solutions has surfaced since then?
    Thanks for your input.

    the only cumbersome part is that you reference the parent, not the object to effectively change reg point.  so, if you have a displayobject dObj and you want to (apparently) change its reg point to x,y in the dObj coordinate space, you can specify the reference you want to use for the parent and use:
    yourtransformedobject = regPointF("whateverreference",dObj,x,y);
    yourtransformedobject = regPointF("whateverreference",dObj,dObj.width,0); // reg point at upper right
    yourtransformedobject = regPointF("whateverreference",dObj,dObj.width,dObj.height);  // reg point at lower right
    yourtransformedobject = regPointF("whateverreference",dObj,dObj.width/2,dObj.height/2);  // reg point at center
    ---------------------------------------------------------- this doesn't need to change -----------------------------------
    var tl:MovieClip=this;
    function regPointF(s:String,dObj,regX:Number,regY:Number):DisplayObjectContainer{
    tl[s]=new DisplayObjectContainer();
    tl[s].addChild(dObj);
    dObj.x=-regX;
    dObj.y=-regY;
    return tl[s];

  • Duplicating an action on second object from it´s own center

    I can't find a way to do this
    I often need to repeat an action, such as resize an object proportionally from center (using alt+shift) or rotating for example. I get same object resized or rotated in same place and maintaining it´s center.
    But when i repeat the action with control or command D on second object, it does not respect it´s center, while it seems to do it from first object´s center, so it moves.
    Is there a way to set the center point for repeat or duplicate?
    Thanks guys.

    LOL, but I still feel that you didn't follow my instructions as intended.
    Try exactly this :
    1. with an object selected, press R , click and drag anywhere on the screen to rotate freely the object.
    2. hold Ctrl key down to switch temporarily to a selection tool and select another object. After that release the Ctrl key to get back to the Rotate tool.
    3. Press Enter twice.
    Now compare:
    In step 1 using the bounding box, first you have to move  the mouse around corners of the bounding box, wait until the rotate indicator appears, click on it and drag away from the corners to increase precision when rotating. For me in this step using the bounding box is much more difficult than the rotate tool. Did you try that?
    In step 2 using the bounding box, you do the same mouse movements except that you are not holding the Ctrl key. For me this step is slightly easier with the bounding box because you don't hold the Ctrl key
    In step 3 using the bounding box you press Ctrl + D. For me in this step pressing Enter twice is slightly easier than pressing Ctrl + D which may require sending a look to the keyboard.
    That's it, there is no such thing as ... humm enter percentage
    that's my point

  • How do I XY graph two different signals each with its own y-axis on the same graph?

    I have wired an n-ch, 1 sample VI to an xy graph express VI.  I have two y-axis scales, but I only see a plot of one of the signals.  Can anyone help me understand what I am doing wrong, and how to do it correctly?  The VI as a whole may look ugly, but the flow of the signal from the xy-graph is obvious (but not working the way I want it to...). My sub-VI is attached.  Thanks in advance, Christian
    Attachments:
    Thickness Width Distance acquisition write to file.vi ‏122 KB

    Hi Christian,
    That express VI requires that you input an X data set for each plot.
    If you must use that express VI, then for your program you need to insert a "build array" function, with two (or more) inputs, in line with the express VI's "X input", and wire your X data array to each of the build array function's inputs - see the example I've attached.
    Personaly, I wouldn't use the express VI at all - it really isn't difficult to manipulate your data into the right format for the XY graph using simple functions - see the second example I've attached.
    Mark H.
    P.S. Gotta be worth about 6 stars I reckon!  
    Attachments:
    Multi XY Plot using Express VI.vi ‏62 KB
    Multi XY Plot using Basic Functions.vi ‏20 KB

  • Game center ios7 problems (achievements out of sync)

    There are many serious bugs in Game Center for iOS7.  None of the deficiencies of GC on iOS6 were addressed, and new crashes, hangs, and other bugs were added.  It's as if Apple couldn't care less that games are the single biggest category of apps selling all those iPads and other iOS devices.  But for this post, I will focus on one issue in particular.
    Game Center reports inconsistent achievements across my many iOS + Mac devices.  When I win an achievement once, I expect and demand that GC actually credit me for it permanently.  In many instances, the achievement shows in GC on the device where I won the achievement, but it does not show on GC on any other device or computer.  Note that I'm NOT talking about viewing achievements within a given application, I'm just talking about GC itself.  This is NOT a problem of an individual game, it is a problem with the GC architecture.  When I see a GC notification pop up that I've won an achievement, I expect that achievement to actually show in GC, both on the current device, and on every other device.
    This is not a problem with replication lag.  I've tried waiting for days to see achievements appear across devices -- they don't.  I've tried force quitting GC and every game on the system, then re-launching GC, only to see exactly what I saw before -- different scores on different devices.
    There are even inconsistencies on a single device.  Different screens within GC show different scores.  Some of these problems resolve themselves over time, as if different parts of the GC app rely on different caches, and those caches refresh on different schedules.  I can forgive some replication lag, provided everything eventually replicates everywhere.  But sometimes, the discrepancies never go away, and GC permanently reports results that don't make sense.  Looking on the achievements page for a single game, I often a set of achievements and a total achievement score which just plain don't match, days after having won the achievements in question.
    This is also not caused by offline achievements.  GC is so abysmally poor at handling offline achievements that it deserves its own post, and I won't go into the details further here, other than to say that I no longer play GC games while offline.  My device of choice is a wifi iPad (the last model with the large cable connector, updated to run iOS 7.0.2), and I always make sure I'm connected to wifi before playing any GC games.  And by making sure I'm connected to wifi, I mean positively confirming that I can reach the web and check email before launching my game.  Despite ensuring that I'm always online when I play, achievements still do not replicate.
    This is also not caused by game bugs.  Apple made a terrible design decision to not treat achievements like gold -- or even to treat them as important as email.  Email is never lost.  Achievements are frequently dropped.  A game should not need to be implemented to re-register achievements, even if they were won offline.  In any case, the point is, this bug has nothing to do with any individual game.  I can fire up multiple iOS + Mac devices and see different scores within the GC apps.
    My question is, how do I fix this?  I can find no way to force game center to resync with the master achievements database in the cloud.  I can't even find a way to send feedback directly to the GC team, or open a support topic directly about GC.  (I would be extremely surprised if Garage Band were more popular than Game Center.  Yet Garage Band has a dedicated support section, whereas the word "game" doesn't even appear anywhere on Apple's support communities topic list.)
    Thanks in advance for your help.

    Oh my god.
    I have the same issue and im about to leave IOS and go Android.
    Im a huge gamer on the iPhone and got 19k+ achivement.
    When IOS 7 came the GC have not been working correctly ever sence.
    I have a huge OCD with achievements and need the achievements synced with GC.
    For every 7.0.X update im SURE there will be a fix for this but nothing.
    I am very dissapointed.

  • Game center multiple problems

    Firstly I have three Idevices ipod 3g iphone 3gs and iphone 4
    I use game center on all these using same apple ID but all my game center achievements, games, friends are not same
    If I gain an achievement say in where's my water in my ipod and open open my game center in my other two phones this achievement is not seen. sometimes even entire games are not seen! for ex: I have Avatar of war dark lord on ipod but still if I open my gamecenter account from my phone it does not even recognise that I have several achievements in this game............. same with friends I added a friend in my college using my iphone but when I go to my gamecenter account on my pod it does not show his name (it actually shows 0 friends coz I haven't added any using my pod!). And I don't exactly enjoy repeating my achievements on all three devices
    Another issue is in a few games I had achieved few achievement before setting up gamecenter account but now only achievements I have got after setting up the account are seen! Example in avatar of war dark lord all my achievements upto stage 5-3 are shown as to be achieved and the rest are shown as achieved but the funny thing is the in game achievements shows it all but not gamecenter! Any help would be appreciated! thanks
    my pod is on 5.1 iphone 3gs on 4.2.1 and iphone 4 on 5.1

    It's got nothing to do with this problem has it?
    https://discussions.apple.com/thread/3938126?tstart=0

  • Profit Center Changing Problems

    Hi,
    I want to give the profit center though it was not assigned at the time creation of material master.So if i want to give the profit center in MM02 it is showing the error "the Stock is already available".
    So please help me out.if there is any procedure to give the profit center in MM02.
    Thanks

    if the message is an error message, then your controllers should be lucky.
    Keep them lucky and remove the stock first, then change profit center, then enter stock again.
    If you dont follow this way, then you create inconsistencies in profit center accounting.
    Because...you received your stock without profit center (actually it is a certain default profit center), if you then change the PC in your material, then each issue will be posted to the new PC, while it never had a receipt.

  • Controlling - Cost Center Determination Problem - MM

    Hi everyone,
    I have a problem concerning Cost Center determination.
    My Valuation Area is company code and I use division in order to input to diferent Plants.
    I filled all the fields on the OMJ7 transaction.
    I also filled all the data in the OKB9 transaction.
    The problem appears while posting a Goods Receipt: When a goods receipt is posted, the system just picks the Cost Center informed in the "Valuation Area - Division" and not in the "Plant-Division" of transaction OMJ7.
    The data informed in the "Plant-Division" part is working fine in SD, but during GR it does not work and it gets the data in the "Valuation Area - Division" part.
    Does anyone can tell me how to make it work the same way in SD and in MM ?
    Thanks in advance !
    Best regards,
    Remi

    In OMJ7, there are two linksto maintain the values:
    1. Plant - Division (T134G)
    2. Valuation Area- Division (T134H)
    Both of these refer to two different tables (in brackets above).
    SD transactions read the G table and MM transactions read the H table. Hence you need to maintain the settings in both tables.
    In my situation, though the plant is the Val area, I had to maintain the entries in both tables.
    Cheers.

Maybe you are looking for

  • Exporting video from Premiere 2 Encore... change video in Premiere... Encore does not reflect change

    Hi everyone, I have a good question, hopefully it's a Premiere question, but it's also an Encore question. First off, I have my video project, simple segments of video, that I've added to my timeline, and I've added a simple title to the whole thing

  • How deep can a package be? any performance issue?

    Hi experts, Is there any performance issue if I create deep path to a class for the sake of a well organized classes? com.mycompany.mydivision.projectA.forms.news.headlines; com.mycompany.mydivision.projectA.forms.news.events; com.mycompany.mydivisio

  • Assumption of Liability question.

    So I'm planning on performing an AoL on 3 accounts.  We'll call them accounts 1,2, and 3, A person on account 1 wants to move to account 2.  And a person on account 3 wants to move into the now open spot on account 1.  I'm in charge of account 1.  Wh

  • Gps is not working

    Hello! Made a reset of all the content and preferenses on my iphone 4s. Then i tuned it and tried to use maps. When i open maps, i am said that iphone is unable to get my location. And all the apps are unable of getting my current location! How to ge

  • Adobe Shockwave is threatening!

    Hi, I just read yesterday that everybody should erase Shockwave immediately because it has a security flaw since a while. So, I did it as soon as I could using the uninstaller provided by Adobe. But, I would like to know why it still has SSD partitio